The demo of Replaced, developed by Sad Cat Studios, pleasantly surprised us. Despite that, we do have a few concerns due to the nature of the game.

I would never have guessed that Replaced is the first title by Sad Cat Studios. Usually, when I write about demos, I try to look into the developers’ background. In this case, at least from what I could find, there wasn’t much information available. However, looking into the publisher Thunderful Games, we noticed an impressive lineup of released titles. Planet of Lana, The Gunk, Lost in Random, Viewfinder, and Laika: Aged Through Blood are just some of the games that saw the light thanks to this publisher.

With that in mind, I admit I was quite curious to try this title. Thanks to the free demo available on Steam, my curiosity was satisfied.

First things first: Replaced is a narrative-driven 2.5D action platformer.
From what we’ve seen, it clearly separates action sequences from exploration segments, using its strong aesthetic as the glue holding everything together.

So, what did we like about Replaced? What convinced us, and what didn’t?
Let’s take a closer look, keeping in mind that we only played the public demo and watched a few trailers.

An Incredible Visual Impact

There’s no point beating around the bush, Replaced boasts remarkable aesthetics. Its graphics blend high-level 2.5D pixel art with a cinematic perspective. The camera isn’t fixed like in most action games; instead, it moves dynamically. The player doesn’t control it, the camera subtly rotates and tilts, as if emphasizing that it’s actively “filming” the scene. It also zooms in and out depending on the sequence. This doesn’t only happen during cutscenes, but also during gameplay segments.

To further enhance the sense of depth, parallax scrolling is used effectively, with a wealth of on-screen details. The use of volumetric lighting and dynamic shadows makes the landscapes even more visually striking.

I often found myself stopping just to admire the environment around me: a post-apocalyptic urban landscape defined by contrasts and saturated colors.

The animations are just as important, well executed and believable. Despite the strong sense of realism they convey, I’ll discuss some of my concerns about them later.

Gameplay and Combat

Replaced is described by its developers as a narrative-driven 2.5D action platformer.

This results in gameplay that is beautiful to watch but may cause pure action fans to raise an eyebrow.

Let’s start with combat. To better showcase the combat system, the developers included the Huxley Gun in the demo: an advanced gameplay weapon that won’t be available immediately in the full game. Once its corresponding icon is filled, it allows you to shoot or perform an execution, often tied to a specific animation. You also have a standard attack, a counterattack that requires proper timing, and a dodge. Be careful: if an enemy attack has a red visual cue, it can only be dodged.

Although the animations are well crafted and brutal, over time they risk making combat feel flat. In the demo, we encountered only two types of enemies and a boss fight that wasn’t particularly memorable. Everything will depend on enemy variety and contextualization, as well as how well combat and exploration phases alternate.

In addition to combat, there’s platforming, which feels rather measured and slow-paced. Alongside exploration, there are puzzles to solve and stealth sections that feel fairly “standard.”

Exploration and Narrative

The narrative of Replaced appears inspired by cyberpunk and post-apocalyptic themes. In a dystopian late-1980s America, R.E.A.C.H. is an artificial intelligence unwillingly trapped inside a human body. Its goal is to uncover the plans of the Phoenix Corporation, the very organization that created the protagonist.

To discover the truth, R.E.A.C.H. embarks on a solitary journey that will ultimately lead it back to what it calls “home.”

Exploration allows players to find documents scattered throughout the environment. Some are hidden, though in the demo they were fairly easy to spot. Once collected, they can be scanned using the Wingman 2: a device with a strong retro aesthetic. This helps reconstruct past events and deepen our understanding of the surrounding world.

During these moments, the 2.5D perspective isn’t always fully available to the player. Depth changes occur only when the game allows it. Platforming sections and animations are visually appealing, even if they carry an inherent slowness.

My Two Cents

I’ll say it again: these are just impressions based on the demo.

That said, Replaced captivated us immediately with its aesthetics. The pixel art, the use of light and shadow to enhance the abundance of detail, these are truly impressive. A word on the audio design: perfectly aligned with the game’s 1980s cyberpunk aesthetic. There are also moments of silence, effectively conveying the desolation of the world we traverse.

Despite these strong premises, I do have some concerns—some of which stem from the very nature of Replaced. The game seems heavily focused on narrative and storytelling. This appears to result in platforming and combat phases that are smooth but simple. That sense of fluidity translates into animations and actions that may become repetitive. As mentioned earlier, this could disappoint fans of pure action platformers, though that was never Replaced’s intended identity.

All things considered, I expect a relatively short game with an intense story and well-managed pacing between its various phases. Extending the length of games like this often exposes their mechanical weaknesses to criticism.

If these elements are handled well, combined with its undeniable technical and aesthetic quality, Replaced will definitely be a title I’ll play!

I'm a musician (pianist), a nerd and a longtime manga lover. My gamer life started with a copy of Pitfall (1982) for Atari 2600, and so I grew up hand to hand with this medium until now. Later I started to look for what's behind the final product, its design and what happens behind the scenes of the video game world.